This is an excellent brainstorming work that will help any GM who is designing a fantasy campaign and wants to establish interesting and evocative things for the player characters to be doing.
Let's get the negative out of the way first: There are a few awkward phrases and/or bad editing in places, and there is not much attention given to exactly how one is supposed to use the work itself (although the GM advice that's given is fine.) Maybe I'm supposed to know whether my group wants to teleport from problem to problem or if they are all supposed to be linked somehow, but it would be nice to know how I am to figure that out and how to implement it.
Now on to the positive, and there's a lot of it. Unlike other "adventure hook" books, this one goes into considerable detail on the hooks. Each is given a full-page writeup, each has at least two possible twists, and an "epilogue" that presents different ideas for what could happen after the adventure is over. The hooks cover all sorts of fantasy, from grim-and-grody to high-flying pseudotechnological. I can't even conceive of a fantasy campaign so strange that at least some of these seeds wouldn't be useful.
Plenty of the hooks also have "ideas" listed in sidebars. These are pieces of advice specific to GMs running with that idea - how to keep gladiator fights interesting, for example, or how the PCs might interact with students at a magical school.
I've used many of these hooks in my campaigns - sometimes even dressing one up as another - and they're easy to prepare and understand. That can be a great benefit to a GM.
There are no bookmarks or other PDF special features, which I suppose fits the "every page a different thing" part of the work.
[4 of 5 Stars!]